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eezstreet

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Everything posted by eezstreet

  1. Note: The reason they have their hands up is because they have WP_NONE. This triggers a surrender effect.
  2. Yeah, the gloat command is a bit weird.
  3. Yes, as much as some people don't want to believe it.
  4. Yes, your setup looks correct. As for an "and" keyword, try poking BehavEd's interface, as I don't recall what it is. I think it might be &&.
  5. Go into the Modules panel and find jagamex86.dll. It'll show you which one is being loaded.
  6. In this case, the NULL pointer being assigned there is okay. Also, the first one will not have any effect on the second since they are in a different scope. I suggest running the actual program itself in the Visual Studio debugger. It'll show you the exact line of code that crashes.
  7. Why? Conversation seems calm.
  8. You have to bind screenshot to F12 first before you can press it to make a screenshot. But yes, do this.
  9. You should probably give the exact text of the error
  10. Yeah, pretty much this. I can understand why people would like the concept - it's got a lot of stuff in it, and it does have a sandbox feature of sorts. It could be a lot better though. A lot.
  11. eezstreet

    Master Server

    They won't. For right now, let's just wait and see. There's plenty of games whose master servers have died out and are still regularly played online. If you have an idea on something you'd like to see us (as in, the coders or JKH staff) do, we'll figure something out.
  12. Total limit is 1024. Each player and their lightsaber constitutes an entity. There are a number of reserved entities for the body queue, which handles dead bodies. Each shot counts as an entity. This includes each particle from the Flechette. This does not include the Disruptor or the Concussion Rifle alt fire. If I remember correctly, each snapshot sent to a client can only contain 200 entities, so that's the amount that can display. Unless you're using a mod which has the concept of "logical entities," each spawner, trigger, AI waypoint and otherwise unseen entity also counts towards that limit. The mod's limit is purely arbitrary.
  13. Hi, It would be better to split this into a new thread in the Coding & Scripts section. Do you want me to do this now?
  14. There is no new information at this time.
  15. "else if" is really just syntactic sugar in C-like languages for: if(...) { } else { if(...) { } } This happens since the {} are optional when you're dealing with one statement. Since the else block contains only one statement (an if), the braces around the else block are optional, thus producing "else if". You can program without using switches if you use else-if
  16. I believe there is a field for this, similar to angerscript etc. See if one of those exists.
  17. playermodel command in SP just turns your character into an NPC. Make an NPC for your desired player model if you want to do that. Alternatively, just type playermodel player
  18. Logical entities aren't exactly difficult, just tedious.
  19. It's in C because the Quake 3 .qvms were written in C. You can convert the SDK code to run on C++ since there's no more .qvms, but it's no small task. Single player is really just a heavily modified MP with vestigial multiplayer stuff remaining (it still sends data from server<->client using a UDP connection). You have three ways to proceed: 1. Alter MP to run using C++ and then port the code over. Both actions are no easy task, but you can maximize SP emulation. 2. Code back in the SP features manually using C. Frankly the easiest to do, but you really need to know what you're doing. 3. Change SP code to run MP. The game was simply not designed to do this, but you have the benefit of one EXE/program instead of separate executables for SP/MP, AND that would fix the issues with Steam. Easily the hardest of the three options, but the most to gain.
  20. Minor note: if you don't get this joke, I feel bad for you.
  21. eezstreet

    Master Server

    +redistributable*, not to be confused with the full VS2010 of course.
  22. SDL is used on Linux and I think also Mac for window management. It isn't used on Windows (yet). There's other platform-specific code as well. SDL was never in the commercial release of the game. GHOUL2 (.glm) is a proprietary format created by Raven for SOF2 and later adapted for JK2/A. It was rather controversial for its time due to the level of graphic violence that was portrayed in SOF2 (but was toned down for JK2/A). The ghoul2 folder is the renderer and physics code for it. The game still uses MD3 models for a few things. ICARUS is the singleplayer scripting system (.IBI files) As for game/cgame/ui, Quake 3 runs up to three concurrent virtual machines. These were originally in QVM files, which were more LLVM-like in nature. JA (specifically) alters this so they are compiled as native binaries. In multiplayer, these compile into three different DLLs: cgamex86.dll, jampgamex86.dll and uix86.dll. The cgame module is essentially the client-side virtual machine, while game is the server-side. Each mod can have its own cgame/game DLLs so it can have its own behavior without having to modify the engine. In singleplayer, the UI module is absent (it's part of the engine), and the game and cgame modules are combined as simply jaspgamex86, since the client/server separation is not necessary in SP. OpenJK modifies the loading procedure for SP so that the jaspgamex86 can be used from a different folder. Are you more interested in MP or SP?
  23. eezstreet

    Master Server

    It is.
  24. I think when Xyc means "not meant to be server side", he's referring to how Ghoul2 is synced on both client and server as one unit in SP. This behavior is still sorta there on MP. imo, go back to where you were before, and poke tr_skin.cpp. Skin handling is very different from MP -> SP, and once you fix the skin issue, the shadow issue should resolve itself.
  25. JA+ people would benefit, not that I really support such activities. MB2 people very frequently use nonstandard EXEs and I don't think they are on OpenJK yet
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